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Server lag? Client rendered the Frag, but match was already over at server... Close!

Exactly. Have a couple of matches exactly like that. The final calculation is done server side and that is all that matters, but the client updates also updates with its own approximate calculation. There is a very small delay between the two that causes sync issues if events have within a fraction of a second. The game engine will attempt to use the client information as well, so if will credit a ship being killed, even if the match is technically over, because Wargaming doesn't want to take away a credited kill.

It's also why you sometimes have more than 1 first blood in a match, because the ships died so close to each other that they occur within that sync lag. Wargaming doesn't want to take a ribbon away, so it gives both players credit.